| 12-30-2006, 05:17 AM | #2 |
Well, I got it to work. I had to create a dummy unit type for each unit I want to persist, though, and replace each living unit the moment it died--setting pathing on the dummy to zero makes it work. Adding the locust ability was nice so that the player doesn't accidentally click a dead guy or see that he's still got 1 or 2 hp. Edit: Anyone got an idea of how to make the spawned blood persist as well? It seems I might be able to set the "extra" field of each dummy, pathingless unit to "none", then play the blood sploosh as a separate model, wait a short while, and set its animation speed to zero. But that may not work... |
| 12-30-2006, 05:25 AM | #3 |
or you can use SetUnitPathing(u, false) |
| 12-30-2006, 09:04 AM | #4 |
Go into Gameplay Constants and set the Decay Time - Flesh number to something like 90000 seconds. Bam, extra-long corpses. As for the blood, the blood is what's known as an Event Object Ubersplat, there's no way to make it persist. It will always decay after a certain period of time. |
| 12-30-2006, 01:54 PM | #5 |
You can however just place ubersplats that last after the unit dies.. |
| 12-30-2006, 06:29 PM | #6 |
Yeah, or create a corpse. |
| 12-31-2006, 09:40 AM | #7 |
Letting persist corpse through a whole game is (at least in my eyes) to treat equally with not setting a handle to null, as both hotsage a handle id, which finally will make the game slower... |
